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|x1= <code>[[player]] [[nearTargets]] 100;{{cc|Could return something like this: <nowiki>[[</nowiki>[2555.33,2535.33,1.32708],"SoldierEB",EAST,214222,EAST 1-1-A:1],<nowiki>[</nowiki>[2550.39,2482.5,1.32696],"SoldierWB",WEST,0,WEST 1-1-A:2]]}}</code> | |x1= <code>[[player]] [[nearTargets]] 100;{{cc|Could return something like this: <nowiki>[[</nowiki>[2555.33,2535.33,1.32708],"SoldierEB",EAST,214222,EAST 1-1-A:1],<nowiki>[</nowiki>[2550.39,2482.5,1.32696],"SoldierWB",WEST,0,WEST 1-1-A:2]]}}</code> | ||
|seealso= [[reveal]] [[knowsAbout]] [[findNearestEnemy]] [[nearestBuilding]] | |seealso= [[reveal]] [[knowsAbout]] [[findNearestEnemy]] [[nearestBuilding]] [[nearestObject]], [[nearestObjects]], [[nearObjects]], [[nearestLocation]], [[nearEntities]], [[nearSupplies]], [[nearestLocationWithDubbing]], [[nearObjectsReady]], [[nearRoads]], [[forgetTarget]] | ||
}} | }} | ||
Revision as of 17:30, 20 January 2022
Description
- Description:
- Returns a list of targets within the defined range. "Targets" are not restricted to enemy units.
- Groups:
- Object Detection
Syntax
- Syntax:
- unit nearTargets range
- Parameters:
- unit: Object
- range: Number
- Return Value:
- Array - Array of arrays in format:
- 0: _position (perceived, includes judgment and memory errors)
- 1: _type (perceived, gives only what was recognized)
- 2: _side (perceived side)
- 3: _subjectiveCost (positive for enemies, more positive for more important or more dangerous enemies)
- 4: _object (object type, can be used to get more information if needed)
- 5: _positionAccuracy (assumed accuracy of the perceived position)
Examples
- Example 1:
player nearTargets 100;// Could return something like this: [[[2555.33,2535.33,1.32708],"SoldierEB",EAST,214222,EAST 1-1-A:1],[[2550.39,2482.5,1.32696],"SoldierWB",WEST,0,WEST 1-1-A:2]]
Additional Information
- See also:
- reveal knowsAbout findNearestEnemy nearestBuilding nearestObjectnearestObjectsnearObjectsnearestLocationnearEntitiesnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoadsforgetTarget
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Febuary 17, 2011
- Curry
- A subjective cost greater than 0 does not necessarily mean the target is an enemy unit. Any unit, that have yet to be identified by the unit, have a small positive cost in the range 0 to 1.
- Posted on January 15, 2012
- kju
- The quality/detail level of the info depends on the knowsAbout value of the sourceUnit about the targetUnit:
- For infantry:
- ] 0 , 1.5 [ - side unknown, some position offset, identified as SoldierWB
- [ 1.5, 1.6 [ - side identified, subjective cost set
- [ 1.6, 2 [ - type identified better (USMC_Soldier_Base)
- [ 2 , 3.6 [ - type identified precisely (USMC_Soldier)
- [ 3.6, 4 ] - position identified precisely
- 0 class CAManBase: Man
- 1.6 class SoldierWB: CAManBase
- 2 class USMC_Soldier_Base: SoldierWB
- 3.9 class USMC_Soldier: USMC_Soldier_Base
- For tanks:
- ] 0 , 0.03 [ - side unknown, some position offset, identified as LandVehicle
- [ 0.03, 0.13 [ - type identified better (Tank)
- [ 0.13, 0.3 [ - type identified better (M1A1)
- [ 0.3 , 1.5 [ - side identified, subjective cost set
- [ 1.5 , 3.6 [ - side identified precisely (CIV), subjective cost adjusted
- [ 3.6 , 4 ] - position identified precisely
- 0 class All
- class AllVehicles: All
- 0.0005 class Land: AllVehicles
- 0.02 class LandVehicle: Land
- 0.12 class Tank: LandVehicle
- 0.25 class M1A1: Tank
- For infantry:
- Posted on January 17, 2012
- kju
-
- When an unit dies, it is nearTargets array gets emptied after some seconds.
- When an unit dies, its reference will get removed from other units nearTargets' arrays immediately.
- A target will be removed from the array after about 360 seconds without contact.
- Posted on January 21, 2012
- kju
- Position accuracy seems to be a radius in meters from the perceived position.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.07
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Detection